6
2025-11-11 11:18:56 +03:00

397 lines
18 KiB
C#

using Content.Server.Access.Systems;
using Content.Server.Humanoid;
using Content.Server.IdentityManagement;
using Content.Server.Mind.Commands;
using Content.Server.PDA;
using Content.Server.Station.Components;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
using Content.Shared.CCVar;
using Content.Shared.Clothing;
using Content.Shared.DetailExaminable;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.PDA;
using Content.Shared.Preferences;
using Content.Shared.Preferences.Loadouts;
using Content.Shared.Roles;
using Content.Shared.Station;
using JetBrains.Annotations;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using Content.Server.Spawners.Components;
using Content.Shared._NF.Bank.Components; // DeltaV
using Content.Server._NF.Bank; // Frontier
using Content.Server.Preferences.Managers; // Frontier
using System.Linq; // Frontier
using Content.Server.CartridgeLoader; // Frontier
using Content.Shared.CartridgeLoader; // Frontier
using Robust.Server.GameObjects; // Frontier
namespace Content.Server.Station.Systems;
/// <summary>
/// Manages spawning into the game, tracking available spawn points.
/// Also provides helpers for spawning in the player's mob.
/// </summary>
[PublicAPI]
public sealed class StationSpawningSystem : SharedStationSpawningSystem
{
[Dependency] private readonly SharedAccessSystem _accessSystem = default!;
[Dependency] private readonly ActorSystem _actors = default!;
[Dependency] private readonly IdCardSystem _cardSystem = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
[Dependency] private readonly MetaDataSystem _metaSystem = default!;
[Dependency] private readonly PdaSystem _pdaSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IDependencyCollection _dependencyCollection = default!; // Frontier
[Dependency] private readonly IServerPreferencesManager _preferences = default!; // Frontier
[Dependency] private readonly BankSystem _bank = default!; // Frontier
[Dependency] private readonly CartridgeLoaderSystem _cartridgeLoader = default!; // Frontier
[Dependency] private readonly TransformSystem _xformSystem = default!; // Frontier
/// <summary>
/// Attempts to spawn a player character onto the given station.
/// </summary>
/// <param name="station">Station to spawn onto.</param>
/// <param name="job">The job to assign, if any.</param>
/// <param name="profile">The character profile to use, if any.</param>
/// <param name="stationSpawning">Resolve pattern, the station spawning component for the station.</param>
/// <param name="spawnPointType">Delta-V: Set desired spawn point type.</param>
/// <param name="session">Frontier: The session associated with the character, if any.</param>
/// <returns>The resulting player character, if any.</returns>
/// <exception cref="ArgumentException">Thrown when the given station is not a station.</exception>
/// <remarks>
/// This only spawns the character, and does none of the mind-related setup you'd need for it to be playable.
/// </remarks>
public EntityUid? SpawnPlayerCharacterOnStation(EntityUid? station, ProtoId<JobPrototype>? job, HumanoidCharacterProfile? profile, StationSpawningComponent? stationSpawning = null, SpawnPointType spawnPointType = SpawnPointType.Unset, ICommonSession? session = null) // Frontier: add session
{
if (station != null && !Resolve(station.Value, ref stationSpawning))
throw new ArgumentException("Tried to use a non-station entity as a station!", nameof(station));
// Delta-V: Set desired spawn point type.
// Frontier: add session
var ev = new PlayerSpawningEvent(job, profile, station, spawnPointType, session);
RaiseLocalEvent(ev);
DebugTools.Assert(ev.SpawnResult is { Valid: true } or null);
return ev.SpawnResult;
}
//TODO: Figure out if everything in the player spawning region belongs somewhere else.
#region Player spawning helpers
/// <summary>
/// Spawns in a player's mob according to their job and character information at the given coordinates.
/// Used by systems that need to handle spawning players.
/// </summary>
/// <param name="coordinates">Coordinates to spawn the character at.</param>
/// <param name="job">Job to assign to the character, if any.</param>
/// <param name="profile">Appearance profile to use for the character.</param>
/// <param name="station">The station this player is being spawned on.</param>
/// <param name="entity">The entity to use, if one already exists.</param>
/// <param name="session">Frontier: The session associated with the entity, if one exists.</param>
/// <returns>The spawned entity</returns>
public EntityUid SpawnPlayerMob(
EntityCoordinates coordinates,
ProtoId<JobPrototype>? job,
HumanoidCharacterProfile? profile,
EntityUid? station,
EntityUid? entity = null,
ICommonSession? session = null) // Frontier
{
_prototypeManager.TryIndex(job ?? string.Empty, out var prototype);
RoleLoadout? loadout = null;
// Need to get the loadout up-front to handle names if we use an entity spawn override.
var jobLoadout = LoadoutSystem.GetJobPrototype(prototype?.ID);
if (_prototypeManager.TryIndex(jobLoadout, out RoleLoadoutPrototype? roleProto))
{
profile?.Loadouts.TryGetValue(jobLoadout, out loadout);
// Set to default if not present
if (loadout == null)
{
loadout = new RoleLoadout(jobLoadout);
loadout.SetDefault(profile, _actors.GetSession(entity), _prototypeManager);
loadout.EnsureValid(profile!, session, _dependencyCollection); // Frontier - profile must not be null, but if it was, TryGetValue above should fail
}
}
// If we're not spawning a humanoid, we're gonna exit early without doing all the humanoid stuff.
if (prototype?.JobEntity != null)
{
DebugTools.Assert(entity is null);
var jobEntity = EntityManager.SpawnEntity(prototype.JobEntity, coordinates);
MakeSentientCommand.MakeSentient(jobEntity, EntityManager);
// Make sure custom names get handled, what is gameticker control flow whoopy.
if (loadout != null)
{
EquipRoleName(jobEntity, loadout, roleProto!);
}
// Frontier: equip loadouts on custom job entities
if (prototype?.StartingGear is not null)
EquipStartingGear(jobEntity, prototype.StartingGear, raiseEvent: false);
// End Frontier: equip loadouts on custom job entities
DoJobSpecials(job, jobEntity);
_identity.QueueIdentityUpdate(jobEntity);
return jobEntity;
}
string speciesId = profile != null ? profile.Species : SharedHumanoidAppearanceSystem.DefaultSpecies;
if (!_prototypeManager.TryIndex<SpeciesPrototype>(speciesId, out var species))
throw new ArgumentException($"Invalid species prototype was used: {speciesId}");
entity ??= Spawn(species.Prototype, coordinates);
if (profile != null)
{
_humanoidSystem.LoadProfile(entity.Value, profile);
_metaSystem.SetEntityName(entity.Value, profile.Name);
// Horizon - немного переписал для флавора всё
if (/*profile.FlavorText != "" && */_configurationManager.GetCVar(CCVars.FlavorText))
{
var examinable = AddComp<DetailExaminableComponent>(entity.Value);
examinable.Content = profile.FlavorText;
Dirty(entity.Value, examinable);
}
}
if (loadout != null)
{
/// Frontier: overwriting EquipRoleLoadout
//EquipRoleLoadout(entity.Value, loadout, roleProto!);
var initialBankBalance = profile!.BankBalance; //Frontier
var bankBalance = profile!.BankBalance; //Frontier
bool hasBalance = false; // Frontier
// Note: since this is stored per character, we don't have a cached
// reference for randomly generated characters.
PlayerPreferences? prefs = null;
if (session != null &&
_preferences.TryGetCachedPreferences(session.UserId, out prefs) &&
prefs.IndexOfCharacter(profile) != -1)
{
hasBalance = true;
}
// Order loadout selections by the order they appear on the prototype.
foreach (var group in loadout.SelectedLoadouts.OrderBy(x => roleProto!.Groups.FindIndex(e => e == x.Key)))
{
List<ProtoId<LoadoutPrototype>> equippedItems = new(); //Frontier - track purchased items (list: few items)
foreach (var items in group.Value)
{
if (!_prototypeManager.TryIndex(items.Prototype, out var loadoutProto))
{
Log.Error($"Unable to find loadout prototype for {items.Prototype}");
continue;
}
// Handle any extra data here.
//Frontier - we handle bank stuff so we are wrapping each item spawn inside our own cached check.
//If the user's preferences haven't been loaded, only give them free items or fallbacks.
//This way, we will spawn every item we can afford in the order that they were originally sorted.
if (loadoutProto.Price <= bankBalance && (loadoutProto.Price <= 0 || hasBalance))
{
bankBalance -= int.Max(0, loadoutProto.Price); // Treat negatives as zero.
EquipStartingGear(entity.Value, loadoutProto, raiseEvent: false);
equippedItems.Add(loadoutProto.ID);
}
}
// If a character cannot afford their current job loadout, ensure they have fallback items for mandatory categories.
if (_prototypeManager.TryIndex(group.Key, out var groupPrototype) &&
equippedItems.Count < groupPrototype.MinLimit)
{
foreach (var fallback in groupPrototype.Fallbacks)
{
// Do not duplicate items in loadout
if (equippedItems.Contains(fallback))
{
continue;
}
if (!_prototypeManager.TryIndex(fallback, out var loadoutProto))
{
Log.Error($"Unable to find loadout prototype for fallback {fallback}");
continue;
}
// Validate effects against the current character.
if (!loadout.IsValid(profile!, _actors.GetSession(entity!), fallback, _dependencyCollection, out var _))
{
continue;
}
EquipStartingGear(entity.Value, loadoutProto, raiseEvent: false);
equippedItems.Add(fallback);
// Minimum number of items equipped, no need to load more prototypes.
if (equippedItems.Count >= groupPrototype.MinLimit)
break;
}
}
}
// Frontier: do not re-equip roleLoadout, make sure we equip job startingGear,
// and deduct loadout costs from a bank account if we have one.
if (prototype?.StartingGear is not null)
EquipStartingGear(entity.Value, prototype.StartingGear, raiseEvent: false);
var bankComp = EnsureComp<BankAccountComponent>(entity.Value);
if (hasBalance)
{
_bank.TryBankWithdraw(session!, prefs!, profile!, initialBankBalance - bankBalance, out var newBalance);
}
EquipRoleName(entity.Value, loadout, roleProto!);
/// End Frontier: overwriting EquipRoleLoadout
}
var gearEquippedEv = new StartingGearEquippedEvent(entity.Value);
RaiseLocalEvent(entity.Value, ref gearEquippedEv);
if (prototype != null && TryComp(entity.Value, out MetaDataComponent? metaData))
{
SetPdaAndIdCardData(entity.Value, metaData.EntityName, prototype, station);
}
DoJobSpecials(job, entity.Value);
_identity.QueueIdentityUpdate(entity.Value);
return entity.Value;
}
private void DoJobSpecials(ProtoId<JobPrototype>? job, EntityUid entity)
{
if (!_prototypeManager.TryIndex(job ?? string.Empty, out JobPrototype? prototype))
return;
foreach (var jobSpecial in prototype.Special)
{
jobSpecial.AfterEquip(entity);
}
}
/// <summary>
/// Sets the ID card and PDA name, job, and access data.
/// </summary>
/// <param name="entity">Entity to load out.</param>
/// <param name="characterName">Character name to use for the ID.</param>
/// <param name="jobPrototype">Job prototype to use for the PDA and ID.</param>
/// <param name="station">The station this player is being spawned on.</param>
public void SetPdaAndIdCardData(EntityUid entity, string characterName, JobPrototype jobPrototype, EntityUid? station)
{
if (!InventorySystem.TryGetSlotEntity(entity, "id", out var idUid))
return;
var cardId = idUid.Value;
if (TryComp<PdaComponent>(idUid, out var pdaComponent) && pdaComponent.ContainedId != null)
cardId = pdaComponent.ContainedId.Value;
if (!TryComp<IdCardComponent>(cardId, out var card))
return;
_cardSystem.TryChangeFullName(cardId, characterName, card);
_cardSystem.TryChangeJobTitle(cardId, jobPrototype.LocalizedName, card);
if (_prototypeManager.TryIndex(jobPrototype.Icon, out var jobIcon))
_cardSystem.TryChangeJobIcon(cardId, jobIcon, card);
var extendedAccess = false;
if (station != null)
{
var data = Comp<StationJobsComponent>(station.Value);
extendedAccess = data.ExtendedAccess;
}
_accessSystem.SetAccessToJob(cardId, jobPrototype, extendedAccess);
if (pdaComponent != null)
_pdaSystem.SetOwner(idUid.Value, pdaComponent, entity, characterName);
}
#endregion Player spawning helpers
// Frontier: equip cartridges
protected override void EquipPdaCartridgesIfPossible(EntityUid entity, List<EntProtoId> pdaCartridges)
{
if (!InventorySystem.TryGetSlotEntity(entity, "id", out var slotEnt))
{
DebugTools.Assert(false, $"Entity {entity} has a non-empty cartridge loadout, but doesn't have anything in their ID slot!");
return;
}
if (!TryComp<CartridgeLoaderComponent>(slotEnt, out var cartridgeLoader))
{
DebugTools.Assert(false, $"Entity {entity} has a non-empty cartridge loadout, but the item in their ID slot isn't a cartridge loader!");
return;
}
var coords = _xformSystem.GetMapCoordinates(entity);
foreach (var entProto in pdaCartridges)
{
var spawnedEntity = Spawn(entProto, coords);
if (!_cartridgeLoader.InstallCartridge(slotEnt.Value, spawnedEntity, cartridgeLoader))
DebugTools.Assert(false, $"Entity {entity} could not install cartridge {entProto} into their PDA {slotEnt.Value}!");
QueueDel(spawnedEntity);
}
}
// End Frontier: equip cartridges
}
/// <summary>
/// Ordered broadcast event fired on any spawner eligible to attempt to spawn a player.
/// This event's success is measured by if SpawnResult is not null.
/// You should not make this event's success rely on random chance.
/// This event is designed to use ordered handling. You probably want SpawnPointSystem to be the last handler.
/// </summary>
[PublicAPI]
public sealed class PlayerSpawningEvent : EntityEventArgs
{
/// <summary>
/// The entity spawned, if any. You should set this if you succeed at spawning the character, and leave it alone if it's not null.
/// </summary>
public EntityUid? SpawnResult;
/// <summary>
/// The job to use, if any.
/// </summary>
public readonly ProtoId<JobPrototype>? Job;
/// <summary>
/// The profile to use, if any.
/// </summary>
public readonly HumanoidCharacterProfile? HumanoidCharacterProfile;
/// <summary>
/// The target station, if any.
/// </summary>
public readonly EntityUid? Station;
/// <summary>
/// Delta-V: Desired SpawnPointType, if any.
/// </summary>
public readonly SpawnPointType DesiredSpawnPointType;
/// <summary>
/// Frontier: The session associated with the entity, if any.
/// </summary>
public readonly ICommonSession? Session;
public PlayerSpawningEvent(ProtoId<JobPrototype>? job, HumanoidCharacterProfile? humanoidCharacterProfile, EntityUid? station, SpawnPointType spawnPointType = SpawnPointType.Unset, ICommonSession? session = null) // Frontier: added session
{
Job = job;
HumanoidCharacterProfile = humanoidCharacterProfile;
Station = station;
DesiredSpawnPointType = spawnPointType;
Session = session; // Frontier
}
}